/* (c) Magnus Auvinen. See licence.txt in the root of the distribution for more information. */
/* If you are missing that file, acquire a complete release at teeworlds.com. */
#ifndef GAME_CLIENT_GAMECLIENT_H
#define GAME_CLIENT_GAMECLIENT_H
#include
#include
#include
#include
#include
#include "render.h"
class CGameClient : public IGameClient
{
class CStack
{
public:
enum
{
MAX_COMPONENTS = 64,
};
CStack();
void Add(class CComponent *pComponent);
class CComponent *m_paComponents[MAX_COMPONENTS];
int m_Num;
};
CStack m_All;
CStack m_Input;
CNetObjHandler m_NetObjHandler;
class IInput *m_pInput;
class IGraphics *m_pGraphics;
class ITextRender *m_pTextRender;
class IClient *m_pClient;
class ISound *m_pSound;
class IConsole *m_pConsole;
class IStorage *m_pStorage;
class IDemoPlayer *m_pDemoPlayer;
class IDemoRecorder *m_pDemoRecorder;
class IServerBrowser *m_pServerBrowser;
CLayers m_Layers;
class CCollision m_Collision;
CUI m_UI;
void DispatchInput();
void ProcessEvents();
void UpdateLocalCharacterPos();
int m_PredictedTick;
int m_LastNewPredictedTick;
int64 m_LastSendInfo;
static void ConTeam(IConsole::IResult *pResult, void *pUserData);
static void ConKill(IConsole::IResult *pResult, void *pUserData);
static void ConchainSpecialInfoupdate(IConsole::IResult *pResult, void *pUserData, IConsole::FCommandCallback pfnCallback, void *pCallbackUserData);
public:
IKernel *Kernel() { return IInterface::Kernel(); }
class IGraphics *Graphics() const { return m_pGraphics; }
class IClient *Client() const { return m_pClient; }
class CUI *UI() { return &m_UI; }
class ISound *Sound() const { return m_pSound; }
class IInput *Input() const { return m_pInput; }
class IStorage *Storage() const { return m_pStorage; }
class IConsole *Console() { return m_pConsole; }
class ITextRender *TextRender() const { return m_pTextRender; }
class IDemoPlayer *DemoPlayer() const { return m_pDemoPlayer; }
class IDemoRecorder *DemoRecorder() const { return m_pDemoRecorder; }
class IServerBrowser *ServerBrowser() const { return m_pServerBrowser; }
class CRenderTools *RenderTools() { return &m_RenderTools; }
class CLayers *Layers() { return &m_Layers; };
class CCollision *Collision() { return &m_Collision; };
int NetobjNumCorrections() { return m_NetObjHandler.NumObjCorrections(); }
const char *NetobjCorrectedOn() { return m_NetObjHandler.CorrectedObjOn(); }
bool m_SuppressEvents;
bool m_NewTick;
bool m_NewPredictedTick;
// TODO: move this
CTuningParams m_Tuning;
enum
{
SERVERMODE_PURE=0,
SERVERMODE_MOD,
SERVERMODE_PUREMOD,
};
int m_ServerMode;
vec2 m_LocalCharacterPos;
// predicted players
CCharacterCore m_PredictedPrevChar;
CCharacterCore m_PredictedChar;
// snap pointers
struct CSnapState
{
const CNetObj_Character *m_pLocalCharacter;
const CNetObj_Character *m_pLocalPrevCharacter;
const CNetObj_PlayerInfo *m_pLocalInfo;
const CNetObj_Flag *m_paFlags[2];
const CNetObj_Game *m_pGameobj;
const CNetObj_PlayerInfo *m_paPlayerInfos[MAX_CLIENTS];
const CNetObj_PlayerInfo *m_paInfoByScore[MAX_CLIENTS];
int m_LocalClientID;
int m_NumPlayers;
int m_aTeamSize[2];
bool m_Spectate;
//
struct CCharacterInfo
{
bool m_Active;
// snapshots
CNetObj_Character m_Prev;
CNetObj_Character m_Cur;
// interpolated position
vec2 m_Position;
};
CCharacterInfo m_aCharacters[MAX_CLIENTS];
};
CSnapState m_Snap;
// client data
struct CClientData
{
int m_UseCustomColor;
int m_ColorBody;
int m_ColorFeet;
char m_aName[64];
char m_aSkinName[64];
int m_SkinID;
int m_SkinColor;
int m_Team;
int m_Emoticon;
int m_EmoticonStart;
CCharacterCore m_Predicted;
CTeeRenderInfo m_SkinInfo; // this is what the server reports
CTeeRenderInfo m_RenderInfo; // this is what we use
float m_Angle;
void UpdateRenderInfo();
};
CClientData m_aClients[MAX_CLIENTS];
CRenderTools m_RenderTools;
void OnReset();
// hooks
virtual void OnConnected();
virtual void OnRender();
virtual void OnRelease();
virtual void OnInit();
virtual void OnConsoleInit();
virtual void OnStateChange(int NewState, int OldState);
virtual void OnMessage(int MsgId, CUnpacker *pUnpacker);
virtual void OnNewSnapshot();
virtual void OnPredict();
virtual void OnActivateEditor();
virtual int OnSnapInput(int *pData);
virtual void OnShutdown();
virtual void OnEnterGame();
virtual void OnRconLine(const char *pLine);
virtual void OnGameOver();
virtual void OnStartGame();
virtual const char *GetItemName(int Type);
virtual const char *Version();
virtual const char *NetVersion();
// actions
// TODO: move these
void SendSwitchTeam(int Team);
void SendInfo(bool Start);
void SendKill(int ClientID);
// pointers to all systems
class CGameConsole *m_pGameConsole;
class CBinds *m_pBinds;
class CParticles *m_pParticles;
class CMenus *m_pMenus;
class CSkins *m_pSkins;
class CFlow *m_pFlow;
class CChat *m_pChat;
class CDamageInd *m_pDamageind;
class CCamera *m_pCamera;
class CControls *m_pControls;
class CEffects *m_pEffects;
class CSounds *m_pSounds;
class CMotd *m_pMotd;
class CMapImages *m_pMapimages;
class CVoting *m_pVoting;
class CScoreboard *m_pScoreboard;
};
inline float HueToRgb(float v1, float v2, float h)
{
if(h < 0.0f) h += 1;
if(h > 1.0f) h -= 1;
if((6.0f * h) < 1.0f) return v1 + (v2 - v1) * 6.0f * h;
if((2.0f * h) < 1.0f) return v2;
if((3.0f * h) < 2.0f) return v1 + (v2 - v1) * ((2.0f/3.0f) - h) * 6.0f;
return v1;
}
inline vec3 HslToRgb(vec3 HSL)
{
if(HSL.s == 0.0f)
return vec3(HSL.l, HSL.l, HSL.l);
else
{
float v2 = HSL.l < 0.5f ? HSL.l * (1.0f + HSL.s) : (HSL.l+HSL.s) - (HSL.s*HSL.l);
float v1 = 2.0f * HSL.l - v2;
return vec3(HueToRgb(v1, v2, HSL.h + (1.0f/3.0f)), HueToRgb(v1, v2, HSL.h), HueToRgb(v1, v2, HSL.h - (1.0f/3.0f)));
}
}
extern const char *Localize(const char *Str);
#endif